Jul 21 2021

My Growing Suspicion Towards Skill Checks

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THIS JUST IN: I have opinions about D&D. I know, shocker, right? The latest that I’ve become aware of, is that I am growing increasingly reluctant? Distrustful? Resentful of? Skill checks. Both as the DM and as a player.

As a DM, it’s been kind of poking at me for a while; I don’t know when I first noticed, but somewhere along the line, “I make a _____ check” became group shorthand for “I skip to the end, what’s the result?” Talking to NPCs? “I make a Persuasion check to get them to do what I want.” or “Can I make an Insight check to see if I trust him?” Searching for clues? “I make an Investigation check, what do I find?” etc.

And I’m guilty of it too as a player—I think it’s just a habit we just sort of developed as a group—but it’s starting to grate at me. I’m not sure how or when it became a thing, and I don’t really care; but when I’m DMing, it’s something I’m moving away from. (The “Insight Check Lie Detector” is one that’s been a particular worry for me lately. My current campaign has had a lot of very dishonest NPCs, and more than once I’ve gone out of my way to wave red flags, only to have the players lean on their Insight check instead of just coming to the conclusion that the NPC is lying to them. If that Insight check is botched, well, the character believes and steps into the chipper/shredder, the player is frustrated, and so am I.)

As a player on the other hand, I’ve found it a severe handicap for years, because (as is well documented) I can’t roll dice for shit. Give me +15 to a check and advantage, and I’ll still find a way to botch the roll. My most famous incident was rolling 16 on 8d6 during the climactic battle of a CHAMPIONS session back in college, but I’ve had plenty of rangers who couldn’t damage their favored enemy, burly fighters who couldn’t knock down a door, cheesed-out skill monkeys who couldn’t pick a lock, and so on. To combat this, I’ve started being very meticulous in my descriptions about what my characters do and say, searching every nook and cranny of a room, drawing out every conversation with everybody, and so on, fishing for an auto-success so that I never hear that awful phrase, “make a skill check,” which translates to “you almost certainly fail.” I don’t want to have to pay a Feat tax of giving all of my characters Lucky just to get around my dice curse.

But philosophically, the more I think about it, the more it bugs me on principle as well as for any selfish reasons. It’s like the pay-for-shortcuts packages in MMOs, where you’re effectively paying to not have to play the game. The real mechanic of every TTRPG, what makes them a distinct and awesome activity, is the flow of the Game Master presenting a situation, the Player attempting to achieve something, and the Game Master adjudicating the result. That is the game, not your AC and hit points, not your 18 STR or your 8 WIS. “Roll Perception to search the room. (clatter) With a 10 you don’t find anything,” is just as boring as “Make your attack roll against the monster. (clatter) With a 14 you hit for three points of damage.”

As a player, there’s not much I can do other than make my best case to the DM and hope. As the DM, tho, I have started to change the way I handle skills. First and foremost was to institute a “please don’t roll dice unless I ask for it” policy at my table. And then, I try to set up my adventures such that I don’t have to ask for it. My policy for that is “ask for details, not dice rolls.” When players are being vague or evasive about what they’re doing, I come back and ask for specifics. I don’t demand that players who lack confidence in real life give speeches for their high-Charisma characters any more than I make players swing real swords in combat, but I do at least require them to tell me what it is they’re trying to communicate and/or get from the NPC, and what means by which they’ll try to get the NPC’s cooperation.

Now there are times when playing out every room search/enemy looting/secret door searching would get old, and particularly as we get into the back half of Tomb of Annihilation I expect that will be pushed to its limits. There has to be a certain allowance for the fact that it’s just not fun to detail the poking of every corner of every hallway. I generally get around this with my third policy, “assume the characters are competent.” And what I mean there is, if someone in the party is trained in Survival for example, assume they are good enough trackers to find trails and food/water unless there’s a particular reason why they might not. If they’re creeping through a dungeon, assume they’re watching the shadows and looking for traps, etc. In terms of game rules, this boils down to the “passive skill check” mechanic as a way to bypass “routine” things. The comedy of “Big Damn Hero Is a Stumblebum Because Fuck Dice” has long lost its appeal for me, if only because I keep building Big Damn Heroes and they keep stumbling instead.

-The Gneech

Jul 09 2021

Main Character Syndrome vs. the Ensemble in D&D

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I’m not going to mince words: I am prone to Main Character Syndrome. I am not proud of this fact.

I am not the only person in our D&D group who suffers from this affliction, but I suspect I may be the one who struggles with it the most. Shade-Of-the-Candle could be a study in it: she is a natural leader, but also prone to going off and doing her own thing without telling the rest of the group what’s up, always thinks she knows the score (and is right more often than she’s wrong), and gets very prickly when things don’t go her way. As her player, I spend a lot of time biting my tongue to prevent the game from becoming “The Shade-Of-the-Candle Show, Guest-Starring The Other Player Characters.”

My drow bard Obsidian was even worse about this. In her case, I had built it in to her as a deliberate character flaw that she only really cared about herself and regarded the rest of the party as “her staff.” It was intended to be there to get some laughs at her expense, but I discovered to my mounting horror that some other members of the group readily bought into it and worse, the DM literally made her the most important person in the universe as a plot point, at which juncture I felt like both Obsidian and my own presence were doing the group more harm than good. :(

So for Plotline’s game, when I created Dusk, I deliberately crafted his personality to buoy up the other members of the party first. He is constantly talking up the other players’ abilities and interests, trying to find new devotees for the cleric, being fascinated by the artificer’s inventions, or dazzled by the other fighters’ combat prowess, etc. (He’s no slouch in the bragging-about-himself department either, mind you, but in his case it’s the buoyant “I love being awesome!” way of a himbo, and not the sneering “What have you done for me, lately?” way of Obsidian.)

I bring this up because over the past few days, I’ve been watching a series of “D&D Highlights” videos on YouTube (my favorite of which is posted at the top of this post). The videos are very silly and entertaining shenanigans, which is enough by itself, but what I have been most impressed by is the masterful way the players are supporting each others’ RP. Even the “grumpy dwarf” character is expressing that “grumpy dwarfness” in a way that can allow the other characters to shine, such as the character walking blindly into the pranks they pull on him even when the player knows exactly what it is going on. It’s terrific “yes, and” RP all around, even when it’s just pure goofiness.

Granted, these are highlight reels, so they’re showing off the best moments. But this is the kind of thing I want to see in my games, and it’s the kind of thing I want to bring to the table when I’m a player. A good D&D game is the story of the group, not of any one character. I think Dusk works towards this goal pretty well for the most part, and I think Shady can do that as well, I just need to be better about making it happen. In both cases, PEBCAK (“Problem Exists Between Chair and Keyboard”) applies, in that I the player have to remember to be focused on making the rest of the group shine instead of chasing after my own glory.

-The Gneech

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Jun 24 2021

Shady vs. Dusk: Throwdown!

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Shade-Of-the-Candle uses diplomacy.

So as a thought exercise, I levelled up both Shade-Of-the-Candle and Stars-At-Dusk to 20 to see how they compared both in a fight, and at their respective party roles. Here’s what I came up with:

SHADY: Bard (College of Swords) 6/Rogue (Swashbuckler) 14
AC 17, hp 167 (20d8+60), Spd 30, Initiative +11
Saves: Dex +11, Int +5, Wis +6
Multiattack (2/round); Crescent Moon: +12 to hit, 1d8+6 piercing +7d6 sneak attack; Cutlass (off-hand): +11 to hit, 1d6+5 slashing; Pistols: +11 to hit, 1d10+5 piercing
Acrobatics +17, Athletics +12, Deception +9, Intimidation +9, Investigation +11, Perception +12, Persuasion +15, Sleight of Hand +11, Stealth +17
Bardic Inspiration (d8, 3/short rest), Blade Flourish, Countercharm, Cunning Action, Distraction, Elegant Maneuver, Evasion, Fancy Footwork, Fighting Style (2-handed), Lucky (3 uses), Panache, Rakish Audacity, Reliable Talent, Uncanny Dodge
Spells: Charm Person, Cure Wounds, Enemies Abound, Enthrall, Healing Word, Hold Person, Mage Hand, Sleep, Thorn Whip, Thunderwave, Vicious Mockery

DUSK: Fighter (Champion) 15/Rogue (Swashbuckler*) 5
AC 20, hp 178 (5d8+15d10+60), Spd 30, Initiative +15
Saves: Dex +11, Int +6, Wis +8
Multiattack (3/round); Compelling Argument: +12 to hit (crit 18-20), 1d8+8 piercing +3d6 sneak attack; Longbow: +11 to hit, 1d8+5 piercing
Acrobatics +11, Athletics +12, Deception +8, Intimidation +8, Investigation +6, Perception +8, Sleight of Hand +8, Stealth +17
Action Surge (1/short rest), Alert, Cunning Action, Fancy Footwork, Indomitable, Second Wind, Uncanny Dodge
*My original concept for Dusk was to take assassin, but the way he’s been played leans more towards swashbuckler.

The first thing that immediately jumps out is that Dusk is a much deadlier fighter than Shady. Yes, if she can get the drop on Dusk and land a big sneak attack up front, that’ll surely hurt. But with that Alert feat, Dusk is almost guaranteed to be going first, and even if his individual attacks hurt less, he’s going to be doing more and occasionally hitting just as hard as Shady does with that increased crit range. Dusk is also more durable, thanks to his shield. To get in a third attack, Shady has to give up her cunning action, although with both of them being swashbucklers, there’s going to be a lot of hit-and-fade going on that makes cunning action superfluous. Also, Shady has to use Blade Flourish to bump her AC or damage output, and she only has 3 uses of that in any given fight.

On the other hand, Shady has a lot more flexibility and potentially fight-ending abilities, particularly Charm Person and Hold Person. Dusk’s high Wis save and Indomitable strengthen him against that, but Shady’s Lucky feat could then come along and say “Nope!” Heck, if Shady can get Dusk below 40 hp and drop a third level Sleep spell on him, that’s all she wrote.

In terms of the party, Shady is definitely a better leader and a lot more useful in social or exploration situations, while Dusk is more purely a striker. And the truth of the matter is neither one is likely to be interested in fighting the other one to the death. Dusk would probably be hitting on Shady the whole time, while Shady would be focused on whatever achieving goal Dusk stood in the way of and be looking for a way around him. But if they had to fight for some reason, I’d call their chances about even, maybe favoring Dusk just a bit but not much.

Which honestly? Seems about right. Shady is Jack Sparrow, while Dusk is Inigo Montoya.

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May 28 2021

Writing Game Mechanics For a Plot Device

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Enigma Sector is intended to be “big tent” space opera the way D&D is “big tent” fantasy, so it pulls from a lot of sources, and of course Star Wars is a big one. One of the things I’ve been trying to fit into the game is “ion damage” as it’s presented in Star Wars. We see four clear examples of it:

  • Jawas zap R2-D2, he keels over
  • Controls of Luke’s snowspeeder become ionized and he crashes
  • Hoth ion cannon disables a star destroyer and the transport ships breeze past
  • Y-Wings hit a star destroyer with ion torpedoes and disable it, allowing a hammerhead corvette to play billiards with it

It could be that ion damage is the “stun setting” that knocks out Leia in Ep IV and that she uses on Poe in Ep VII, as well, that’s harder to say. That’s how I’ve been treating it, anyhow.

But the common element of all of these is that ion damage, while not inherently lethal, is presented as a one-punch fight ender*, which can have its place when it’s a plot device, but poison when you want to have a playable game. The biggest question it leads to, however, is “If you have a cannon/torpedo that can one-punch a star destroyer, why wouldn’t you just do that all the time?” Or to put it into game terms, if you give the players in your game an “I win!” button, they’ll just press it over and over. And if you give the enemies the same button, the only real contest becomes the initiative check to see who can hit the “I win!” button first.

(*Sort of. The Hoth ion cannon fires four shots, and we see two connect, while the Y-Wings in Rogue One just pummel the star destroyer with something like six hits, and that’s explicitly after the shields being knocked down “made an opening.” But in both cases, the star destroyer goes from “fine or mostly fine” to “dead in space” in a matter of seconds.)

So this brings us to ion weapons and spaceship combat. My original idea was that a hit from an ion weapon would knock down a ship’s shields, which is kinda-sorta what we see in the case of the star destroyers: the first hit mucks up the shields, and the followup hit(s) muck up the controls. Since all the hits happen in rapid succession, we don’t get to see if the star destroyers could recover from the first one in time. But that led me to imagining my players, in their own little not-quite-the-Millennium Falcon, being swarmed by enemy fighters with ion guns that lead to a super-fast death spiral of the shields going down and staying down. I’ve already established that ion weapons have shorter range and do less damage than blasters, but that add-on effect is still hella powerful.

(In the case of Luke’s snowspeeder, there’s no indication that the walkers are firing ion weapons, so I’m assuming that would come under the heading of system damage: the regular blaster hit incapacitated the ship for a round and, being next to an enormous obstacle (i.e., the planet), the snowspeeder crashed into it. That incapacitation just happened to come in the form of ionized controls.)

So how do I fit ion weapons into that Venn Diagram sweet spot between “doesn’t add math,” “is worth doing sometimes,” and “doesn’t become the only thing worth doing”? I started looking at monster debuffs for inspiration here. 4E was full of “controller” monsters, who all pretty much did the same thing: “Piddly damage, and the target is dazed (save ends).” Dazed in 4E was roughly analogous to 5E’s version of the slow spell: attackers had advantage on you, you could move or attack (but not both), and you couldn’t use bonus actions or reactions. That’s not bad, honestly. (Slow tweaks the numbers and adds some stuff about spell failure that isn’t really relevant here.) 5E’s major monster debuffs come from grapples, poison, or petrification, which all do variations of the same thing. Grapples hold you in place, poison gives you disadvantage on attack rolls and ability checks, and petrification starts with being restrained (can’t move and attackers have advantage) and gets worse from there.

So let’s break these down…

  • Grappled (immobilized): Having a movement speed of 0 can range from being immaterial (if your plan was to just buzz around shooting anyway) to being a game-ender (if your plan was to escape to the jump-point). There is a vague vibe of “moving fast = hard to hit, not moving = sitting duck” that isn’t reflected in the rules per se. That leads to…
  • Restrained: Your speed becomes 0, as above, but attackers have advantage against you, and you have disadvantage on Dex saves. This is a heck of a debuff, especially when the enemies pile on, but while you can’t move, you can at least still act. This pretty accurately reflects ion damage as presented, but it’s also dangerously close to the “becomes the only thing worth doing” category.
  • Poisoned: You have disadvantage on attacks and ability checks. Probably the worst thing you can do to a rogue because it tends to kill sneak attack, but is mostly a nuisance for everyone else, and also doesn’t model the desired result.
  • 4E-style Dazed/5E-style Slowed: You have to choose whether to move or attack (choices are interesting!) and have a fairly significant debuff, whether it’s advantage for your enemies, or -2 AC/Dex saves for you.

Of the choices, I think I’m liking the 4E dazed the best. (Hey, 4E wasn’t all bad.) In 4E, “save ends” meant that at the end of your turn, roll 10+ on a d20 and the condition went away (rather than being impacted by your stats like a 5E saving throw). This was a key part of the design: debuffs were meant to sting, but they were also meant to be something you could shake off fairly easily, on the grounds that being hamstrung through the whole fight was anti-fun. And I still want that to be the case here: tying recovery to a Constitution saving throw would make it way too hard for small ships to recover, and way too easy for big ones. So how about something like this…

Ionized (Condition): The vehicle’s controls are locked up by ionization. The vehicle can’t take reactions, and it can’t move unless it uses the Dash action. Attackers have advantage against the vehicle, and it has disadvantage on Dexerity saving throws. At the end of the vehicle’s turn, roll 1d20: the ionization effect ends on a roll of 10 or higher. The vehicle may also end the effect by using its action to spend a hit die as damage control.

This could also work for droids being hit by ion weapons as well. Whattya think?

-TG

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May 12 2021

Traveller, And Why Enigma Sector Is Not That

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Enigma Sector banner

I recently started a D&D space opera campaign which I’m quite pleased with. It’s in a homebrew setting (I hesitate to use the term “original” here) designed to be a giant mashup of all the spacey tropes, in the same way that standard D&D is a mashup of all the fantasy tropes. So we’ve got not-Jedi, we’ve got a “good guys” Federation and a “bad guys” Empire, battledroids, bug-eyed monsters, and so on. It’s a lot of fun!

So when it came time to figure out spaceships and the whole economy of trawling around in a little freighter, I naturally looked to Traveller, the grand-daddy of space RPGs and pretty much the unacknowledged model for things like Babylon 5 and Firefly. Its “tonnage + Credits” ship-building model has been imitated dozens of times by dozens of other games, and its interplanetary trade matrices have appeared in places as weird as Savage Worlds’s gothy-fantasy pirates 50 Fathoms campaign.

But you can’t just lift those systems out of Traveller and plug them in to D&D—the numbers are crazy and designed for a very specific gameplay loop. As SirPoley describes succinctly in his Four Table Legs of Traveller series, the game assumes that your party will be paying out huge amounts of money to pay for their ship every month, which will in turn drive them to engage in trade and/or exploration to scrounge up enough money to keep the bounty hunters off their tail. This trade/exploration is procedurally handled by the GM via random encounter tables and except for the random appearance of “Patron” encounters, could all be done faster via computer if you were so inclined.

And this is where we come to why I’ve never run Traveller. Just like I have little patience for grinding in a video game, I ain’t got time to build self-populating spreadsheets just to watch the numbers roll. Patrons, those rare high-paying jobs that actually force you to get out of your acceleration chair and go do stuff, are intended to be the spice of Traveller, a fun diversion that creates a break from the core gameplay loop. And I’m just… no. -.- For me, that should be the meat of the game, with the trade/cargo/passengers business being a fun little mini-game for the people who are interested in it.

So while I’m lifting some of the trade rules and tables from Traveller, the math is going to require some heavy tweaking to make it work for my purposes. The Enigma Sector characters already have a small ship that they used to escape from their Badguy Empire captors, and there are enough planets it could reach that they never have to upgrade if they don’t want to, so the “exorbitant debt payment” motivator is out. In its place, I’ve reduced the amount of money that cargo and passengers will make, and increased the operating expenses of the ship itself (in the form of fuel and spaceport fees) so that it’s still worth engaging in that system, but not to the point where taking time off from cargo hauling to go on adventures seems insane. (As SirPoley mentions, the pay scale for Patron encounters in Traveller is keyed off the size of your party’s cargo hold rather than having a diegetic in-universe value in order to guarantee this, which is taking handwavium just a little too far for me.)

I also want the players to be able to spend money on gear and such—partly because this is still D&D, and partly because at least one of my players just really loves that and I want them to be able to engage on that front. If they’re breathing fumes as far as money is concerned because they have to pay $50,000/month just to keep their ship running, they’re more likely to dump the ship than to go out exploring, which kinda negates the purpose.

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Mar 17 2021

Shady and Androgyny

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Shade-Of-the-Candle, Like a BOSS

It’s no secret that my preference is for leading ladies in my work. From Tiffany Tiger to Verity Anjo, there are reasons both practical and philosophical that nine times out of ten I will pick a gal to be my hero. And while Shade-Of-the-Candle is a character who grew organically in my mind rather than being deliberately created, the same is true for her. But of all the female leads I’ve created, Shady is probably the least “feminine.” Physically, she’s a skinny beanpole, “all elbows and knees,” and while lithe and flexible as any other cat (and, let’s face it, clad in a leather corset and thigh boots), she’s not Superhero Sexy like Catwoman or Black Widow. Depending on her age and circumstances, Shady ranges from a scraggly alleycat to a scrappy tomboy to a Georgian duelist in a longcoat and feathered tricorn hat. In terms of her personality, she is snarky, aggressive, goal-oriented, and covers pain or vulnerability with bluster or bravado… all of which are pretty typically “masculine” (or at least boyish) traits.

Which led me to thinking about the role womanhood plays in the makeup of her character. I know some male writers whose women come off pretty much as “men with boobs,” and I have always worked to avoid that. But as I examined it, I found that I couldn’t really picture a male Shade-Of-the-Candle, and have it be the same character. The closest analogue I could come up with was Disney’s take on Aladdin—he’s got the imposter syndrome, the very cavalier ideas about property, the swashbuckling physicality, and so on. Aside from the fur and tail, a male version of Shady would probably hit a lot of the same beats.

But at the same time, there’s an external-vs.-internal difference between Aladdin and Shady. Aladdin is “unworthy” because he’s poor, because society says he’s unworthy—the words may sting, but he never actually believes them. He just has to get past it, like an obstacle. Shady, on the other hand, has internalized it. When Maraldo and the pawnshop owner and however-many-other people told her over the course of her life that she was nothing and nobody, on some level she believed it. Even with her own ship and crew and having slain a dragon and more, the fight that Shady can’t win is inside her own head.

That’s not an inherently “male/female” dynamic—lots of women know they’re more than society says they are, and lots of men never get over toxic voices from their childhood. But in our culture at least there is a “masculine/feminine” dichotomy that it does play into. (“Male/female” and “masculine/feminine,” while closely related, are not actually the same.) And I think it’s a dynamic that would express very differently in a male Shady who’d grown up under the same circumstances. I suspect male Shady would have ended up a lot meaner, certainly more wrathful, and run with a more cutthroat crowd. He’d also be a lot less clever, more inclined to intimidation or violence than charm or wit. Would he have even Shady’s sketchy version of a conscience? Hard to say. Shady’s feminine aspects inclined her to identify more with Velas’s kindness than Maraldo’s brutality (and I notice that she has diametrically opposed father figures but no mother to look to); I think in a lot of ways it’s the push-pull between her aggressive and “masculine” traits and that quiet-but-persistent “feminine” side that make her compelling, to me.

-TG

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